// Copyright 2008 The RE2 Authors. All Rights Reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. // Tested by search_test.cc, exhaustive_test.cc, tester.cc // Prog::SearchBitState is a regular expression search with submatch // tracking for small regular expressions and texts. Like // testing/backtrack.cc, it allocates a bit vector with (length of // text) * (length of prog) bits, to make sure it never explores the // same (character position, instruction) state multiple times. This // limits the search to run in time linear in the length of the text. // // Unlike testing/backtrack.cc, SearchBitState is not recursive // on the text. // // SearchBitState is a fast replacement for the NFA code on small // regexps and texts when SearchOnePass cannot be used. #include "re2/prog.h" #include "re2/regexp.h" namespace re2 { struct Job { int id; int arg; const char* p; }; class BitState { public: explicit BitState(Prog* prog); ~BitState(); // The usual Search prototype. // Can only call Search once per BitState. bool Search(const StringPiece& text, const StringPiece& context, bool anchored, bool longest, StringPiece* submatch, int nsubmatch); private: inline bool ShouldVisit(int id, const char* p); void Push(int id, const char* p, int arg); bool GrowStack(); bool TrySearch(int id, const char* p); // Search parameters Prog* prog_; // program being run StringPiece text_; // text being searched StringPiece context_; // greater context of text being searched bool anchored_; // whether search is anchored at text.begin() bool longest_; // whether search wants leftmost-longest match bool endmatch_; // whether match must end at text.end() StringPiece *submatch_; // submatches to fill in int nsubmatch_; // # of submatches to fill in // Search state const char** cap_; // capture registers int ncap_; static const int VisitedBits = 32; uint32 *visited_; // bitmap: (Inst*, char*) pairs already backtracked int nvisited_; // # of words in bitmap Job *job_; // stack of text positions to explore int njob_; int maxjob_; }; BitState::BitState(Prog* prog) : prog_(prog), anchored_(false), longest_(false), endmatch_(false), submatch_(NULL), nsubmatch_(0), cap_(NULL), ncap_(0), visited_(NULL), nvisited_(0), job_(NULL), njob_(0), maxjob_(0) { } BitState::~BitState() { delete[] visited_; delete[] job_; delete[] cap_; } // Should the search visit the pair ip, p? // If so, remember that it was visited so that the next time, // we don't repeat the visit. bool BitState::ShouldVisit(int id, const char* p) { uint n = id * (text_.size() + 1) + (p - text_.begin()); if (visited_[n/VisitedBits] & (1 << (n & (VisitedBits-1)))) return false; visited_[n/VisitedBits] |= 1 << (n & (VisitedBits-1)); return true; } // Grow the stack. bool BitState::GrowStack() { // VLOG(0) << "Reallocate."; maxjob_ *= 2; Job* newjob = new Job[maxjob_]; memmove(newjob, job_, njob_*sizeof job_[0]); delete[] job_; job_ = newjob; if (njob_ >= maxjob_) { LOG(DFATAL) << "Job stack overflow."; return false; } return true; } // Push the triple (id, p, arg) onto the stack, growing it if necessary. void BitState::Push(int id, const char* p, int arg) { if (njob_ >= maxjob_) { if (!GrowStack()) return; } int op = prog_->inst(id)->opcode(); if (op == kInstFail) return; // Only check ShouldVisit when arg == 0. // When arg > 0, we are continuing a previous visit. if (arg == 0 && !ShouldVisit(id, p)) return; Job* j = &job_[njob_++]; j->id = id; j->p = p; j->arg = arg; } // Try a search from instruction id0 in state p0. // Return whether it succeeded. bool BitState::TrySearch(int id0, const char* p0) { bool matched = false; const char* end = text_.end(); njob_ = 0; Push(id0, p0, 0); while (njob_ > 0) { // Pop job off stack. --njob_; int id = job_[njob_].id; const char* p = job_[njob_].p; int arg = job_[njob_].arg; // Optimization: rather than push and pop, // code that is going to Push and continue // the loop simply updates ip, p, and arg // and jumps to CheckAndLoop. We have to // do the ShouldVisit check that Push // would have, but we avoid the stack // manipulation. if (0) { CheckAndLoop: if (!ShouldVisit(id, p)) continue; } // Visit ip, p. // VLOG(0) << "Job: " << ip->id() << " " // << (p - text_.begin()) << " " << arg; Prog::Inst* ip = prog_->inst(id); switch (ip->opcode()) { case kInstFail: default: LOG(DFATAL) << "Unexpected opcode: " << ip->opcode() << " arg " << arg; return false; case kInstAlt: // Cannot just // Push(ip->out1(), p, 0); // Push(ip->out(), p, 0); // If, during the processing of ip->out(), we encounter // ip->out1() via another path, we want to process it then. // Pushing it here will inhibit that. Instead, re-push // ip with arg==1 as a reminder to push ip->out1() later. switch (arg) { case 0: Push(id, p, 1); // come back when we're done id = ip->out(); goto CheckAndLoop; case 1: // Finished ip->out(); try ip->out1(). arg = 0; id = ip->out1(); goto CheckAndLoop; } LOG(DFATAL) << "Bad arg in kInstCapture: " << arg; continue; case kInstAltMatch: // One opcode is byte range; the other leads to match. if (ip->greedy(prog_)) { // out1 is the match Push(ip->out1(), p, 0); id = ip->out1(); p = end; goto CheckAndLoop; } // out is the match - non-greedy Push(ip->out(), end, 0); id = ip->out(); goto CheckAndLoop; case kInstByteRange: { int c = -1; if (p < end) c = *p & 0xFF; if (ip->Matches(c)) { id = ip->out(); p++; goto CheckAndLoop; } continue; } case kInstCapture: switch (arg) { case 0: if (0 <= ip->cap() && ip->cap() < ncap_) { // Capture p to register, but save old value. Push(id, cap_[ip->cap()], 1); // come back when we're done cap_[ip->cap()] = p; } // Continue on. id = ip->out(); goto CheckAndLoop; case 1: // Finished ip->out(); restore the old value. cap_[ip->cap()] = p; continue; } LOG(DFATAL) << "Bad arg in kInstCapture: " << arg; continue; case kInstEmptyWidth: if (ip->empty() & ~Prog::EmptyFlags(context_, p)) continue; id = ip->out(); goto CheckAndLoop; case kInstNop: id = ip->out(); goto CheckAndLoop; case kInstMatch: { if (endmatch_ && p != text_.end()) continue; // VLOG(0) << "Found match."; // We found a match. If the caller doesn't care // where the match is, no point going further. if (nsubmatch_ == 0) return true; // Record best match so far. // Only need to check end point, because this entire // call is only considering one start position. matched = true; cap_[1] = p; if (submatch_[0].data() == NULL || (longest_ && p > submatch_[0].end())) { for (int i = 0; i < nsubmatch_; i++) submatch_[i] = StringPiece(cap_[2*i], cap_[2*i+1] - cap_[2*i]); } // If going for first match, we're done. if (!longest_) return true; // If we used the entire text, no longer match is possible. if (p == text_.end()) return true; // Otherwise, continue on in hope of a longer match. continue; } } } return matched; } // Search text (within context) for prog_. bool BitState::Search(const StringPiece& text, const StringPiece& context, bool anchored, bool longest, StringPiece* submatch, int nsubmatch) { // Search parameters. text_ = text; context_ = context; if (context_.begin() == NULL) context_ = text; if (prog_->anchor_start() && context_.begin() != text.begin()) return false; if (prog_->anchor_end() && context_.end() != text.end()) return false; anchored_ = anchored || prog_->anchor_start(); longest_ = longest || prog_->anchor_end(); endmatch_ = prog_->anchor_end(); submatch_ = submatch; nsubmatch_ = nsubmatch; for (int i = 0; i < nsubmatch_; i++) submatch_[i] = NULL; // Allocate scratch space. nvisited_ = (prog_->size() * (text.size()+1) + VisitedBits-1) / VisitedBits; visited_ = new uint32[nvisited_]; memset(visited_, 0, nvisited_*sizeof visited_[0]); // VLOG(0) << "nvisited_ = " << nvisited_; ncap_ = 2*nsubmatch; if (ncap_ < 2) ncap_ = 2; cap_ = new const char*[ncap_]; memset(cap_, 0, ncap_*sizeof cap_[0]); maxjob_ = 256; job_ = new Job[maxjob_]; // Anchored search must start at text.begin(). if (anchored_) { cap_[0] = text.begin(); return TrySearch(prog_->start(), text.begin()); } // Unanchored search, starting from each possible text position. // Notice that we have to try the empty string at the end of // the text, so the loop condition is p <= text.end(), not p < text.end(). // This looks like it's quadratic in the size of the text, // but we are not clearing visited_ between calls to TrySearch, // so no work is duplicated and it ends up still being linear. for (const char* p = text.begin(); p <= text.end(); p++) { cap_[0] = p; if (TrySearch(prog_->start(), p)) // Match must be leftmost; done. return true; } return false; } // Bit-state search. bool Prog::SearchBitState(const StringPiece& text, const StringPiece& context, Anchor anchor, MatchKind kind, StringPiece* match, int nmatch) { // If full match, we ask for an anchored longest match // and then check that match[0] == text. // So make sure match[0] exists. StringPiece sp0; if (kind == kFullMatch) { anchor = kAnchored; if (nmatch < 1) { match = &sp0; nmatch = 1; } } // Run the search. BitState b(this); bool anchored = anchor == kAnchored; bool longest = kind != kFirstMatch; if (!b.Search(text, context, anchored, longest, match, nmatch)) return false; if (kind == kFullMatch && match[0].end() != text.end()) return false; return true; } } // namespace re2